EthernalNoob Posted November 4, 2024 Posted November 4, 2024 I would like to know if this mod also changes the gender based on strapon equiped. For example: If i equip a strapon item from Skyrim Strapons, will my gender be set as male if i am female, and set back to female when i unequip it?
Holzfrau Posted November 4, 2024 Author Posted November 4, 2024 19 hours ago, EthernalNoob said: I would like to know if this mod also changes the gender based on strapon equiped. For example: If i equip a strapon item from Skyrim Strapons, will my gender be set as male if i am female, and set back to female when i unequip it? Probably not? Gender Bender looks at the current SoS schlong to determine which SL gender to set, so it will only do anything if Skyrim Strapons modifies that. 1
CelliSpencer Posted November 4, 2024 Posted November 4, 2024 Possibly weird question - what would be the easiest way to make this mod work for everyone except the player? I want all the futa NPCs to count as males as far as Sexlab is concerned, but I also want the player to count as female despite having a non-blacklisted schlong. Since it probably can't be done through any settings, I assume I'd have to modify the scripts themselves. Looking at the script source I found the following lines in slgb_playerscript - would it be enough to remove them? ; Process the player too, if they're not tracked already! if (self.GetActorReference().GetLeveledActorBase().GetSex() == 1) GenderBender.ProcessActor(self.GetActorReference()) endIf
EthernalNoob Posted November 4, 2024 Posted November 4, 2024 (edited) 9 hours ago, Holzfrau said: Probably not? Gender Bender looks at the current SoS schlong to determine which SL gender to set, so it will only do anything if Skyrim Strapons modifies that. Ok... So... Right now I am working on a script that will be attached to the strapon. When the player equips it, it will check the actor's sexlab gender. If female will set to male and set back to female when unequipped. I am almost finishing it, but i have an issue: When the player equips the strapon (didn't tested with npcs), it doesn't change the sexlab gender. the line that should change the sexlab gender is something like this: akActor.SetFactionRank(GenderFaction, 0). where akActor is the character wearing the strapon and GenderFaction is a Faction Property defined by the plugin as the SexlabGenderFaction. I debbuged a little and found out that the GenderFaction property is not being set properly in-game. So... Any tips? There is some way to get the faction using purely scripts? What am I getting wrong? P.S.: I should note that using setfactionrank in game's console works perfectly for changing the sexlab gender. So I am not sure why this is happening with my script. Update: I managed to get it working. Instead of using a Faction Property and set it using the plugin, I used GetFormFromFile. It fixed everything. Edited November 5, 2024 by EthernalNoob Update
EthernalNoob Posted November 6, 2024 Posted November 6, 2024 As this mod doesn't cover strapons, I made one that covers.
CelliSpencer Posted November 7, 2024 Posted November 7, 2024 On 11/4/2024 at 9:19 PM, CelliSpencer said: Possibly weird question - what would be the easiest way to make this mod work for everyone except the player? I want all the futa NPCs to count as males as far as Sexlab is concerned, but I also want the player to count as female despite having a non-blacklisted schlong. Since it probably can't be done through any settings, I assume I'd have to modify the scripts themselves. Looking at the script source I found the following lines in slgb_playerscript - would it be enough to remove them? I actually solved this in a much less intrusive way. Just copied one of the schlong addons I used, then added "No Schlong" to it's faction name in SSEEDIT. Now it is treated the same as the ones from Schlongifier.
Mysteriousvikingx Posted November 10, 2024 Posted November 10, 2024 On 11/7/2024 at 3:08 PM, CelliSpencer said: I actually solved this in a much less intrusive way. Just copied one of the schlong addons I used, then added "No Schlong" to it's faction name in SSEEDIT. Now it is treated the same as the ones from Schlongifier. Hey, sorry I've been trying to do the same but not having any luck - is there a specific faction that needs to be populated in the faction Id?
CelliSpencer Posted November 10, 2024 Posted November 10, 2024 (edited) 10 hours ago, Mysteriousvikingx said: Hey, sorry I've been trying to do the same but not having any luck - is there a specific faction that needs to be populated in the faction Id? From what I can tell all you need to do is open your Schlong addon that you want to change in SSEEdit, go into "Faction", and add either "No Schlong" or "Pubic Hair" to the "FULL - Name" record. These need to be exact, as this mod checks for these two exact strings in the faction name. In my example I duplicated the Futanari CBBE Addon (renamed the .esp name so I can load my version together with the original), and added "No Schlong" at the end of the faction name. Afterwards Gender Bender should allow you to select this modified addon as the "No Schlong" option, and count you as female when you equip it through SOS. Edited November 10, 2024 by CelliSpencer 1
Mysteriousvikingx Posted November 10, 2024 Posted November 10, 2024 6 hours ago, CelliSpencer said: From what I can tell all you need to do is open your Schlong addon that you want to change in SSEEdit, go into "Faction", and add either "No Schlong" or "Pubic Hair" to the "FULL - Name" record. These need to be exact, as this mod checks for these two exact strings in the faction name. In my example I duplicated the Futanari CBBE Addon (renamed the .esp name so I can load my version together with the original), and added "No Schlong" at the end of the faction name. Afterwards Gender Bender should allow you to select this modified addon as the "No Schlong" option, and count you as female when you equip it through SOS. Thanks, that seems to have mostly worked, I think I have another mod changing it which isn't fixed but it'll take me some time to work out what
DevilFireSmile Posted January 15, 2025 Posted January 15, 2025 MCM won't show on SE. Maid Menu 2 doesn't show this mod either.
Turracil Posted March 19, 2025 Posted March 19, 2025 work with 3D pubic hair mod and SE no schlon mod?
Public_Swan Posted January 24 Posted January 24 Doesn't detect female schlongs. I have TRX Futanari and No Futanari.
GownTwiceItself691764 Posted February 26 Posted February 26 On 1/24/2026 at 9:10 AM, Public_Swan said: Doesn't detect female schlongs. I have TRX Futanari and No Futanari. it does, fix your load order etc. anyone know if this works with SOS AE NG?
Public_Swan Posted February 26 Posted February 26 8 hours ago, GownTwiceItself691764 said: anyone know if this works with SOS AE NG? That might be the issue, lol.
Spongebob Hentai Mod Posted February 26 Posted February 26 9 hours ago, GownTwiceItself691764 said: it does, fix your load order etc. anyone know if this works with SOS AE NG? 28 minutes ago, Public_Swan said: That might be the issue, lol. SOS AE-NG already has the option for Sexlab, it detects the schlongs and changes the gender already
value_undefined Posted April 4 Posted April 4 (edited) Also having a similar issue as others where the MCM doesn't ever load. What's strange is on a new game if you open the MCM prior to everything fully configuring it will load briefly before outright breaking. I'm assuming it's an incompatibility with another mod that performs a lengthy configuration process (UD, SPP, or something of the like). For what it's worth I also have the tweaks for various systems like SL+ and the tweaks to SOS, but I've had those in previous configs and it worked fine with them. Unfortunately when the mod ends up in this broken state it tends to spam papyrus logs pretty heavily. I've tried changing from MenuMaid to MCM super SEEDED, but that has it's own issues with never loading certain MCMs. Also tried starting a new game with GB disabled and then later activating the mod after all the initial configurations were completed, but that didn't help. If anyone has any other ideas to try or discovers the root cause of what causes the MCM to not load please let me know. EDIT I managed to fix this with Resaver. I simply killed all scripts tied to this mod, and when reloading the cleaned save it registered correctly in the MCM. The stacks had reached an absurd amount of frozen scripts that were nearly all identified as being tied to this mod with a few tied to SKSI attempting to register MCMs and some few tied to random various other mods. Still no clue what caused it to freak out initially as it's functioning as expected now with no change in load order whatsoever. Edited April 6 by value_undefined
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